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Post your screenshots! WIP thread

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Forums > Maps and Mods

06 Nov 16, 20:51
By Trempler
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Member
Nice work as allways andrew grin - :D
06 Nov 16, 20:52
By Trempler
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Member
Nice work as allways Highlander grin - :D sry for double post !
11 Nov 16, 18:38
By Admer456
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Member
I continued working on my Sven Co-op map pack "Sandstorm". It's doing very well ever since the update that fixed the enormous lag on OpenGL.





And here's one of the much older screenshots:



This is pretty much the basic setup behind it:



And, yes, I used teleporting func_trains for that one. It's the 2nd level, sandstorm1
11 Nov 16, 20:23
By JeffMOD
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Call 141.12
I do love the teleporting func_trains method.
I don't suppose sven-coop has fog? Could maybe use some of that to simulate a/the sandstorm and mask the draw-distance point (unless that's just where your skybox bounds are?)
12 Nov 16, 19:05
By Admer456
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Member
Well, they ARE the skybox bounds, because I increased the view distance to 8096. Also, the func_trains look like they "pop up" when they teleport. In Software mode, they used to be visually blocked by the sky brushes, because I created another sky room.
Apparently, entities behind sky brushes are displayed even though they should not.

Actually, I can use sprites to simulate fog. I think fog isn't a thing in Sven Co-op, HOWEVER, I can use sprites with the following:

- Render Mode: Texture
- Render Amount: 100 (defines the density)
- Render Color: 255 200 128 (let's give it a sandy colour)
- Filename: sprites/wep_smoke_01.spr
- Scale: 2 to 10 (varies from each "particle")

I also added 10 same sprites with the Glow render mode, and they look cool.


(look up, it looks like a white blob)
The glow sprites disappear when you're far away, and shine when you're very close. So it makes a wonderful extra smoke effect.



EDIT: Yes, it's 640x480. I don't have a high-end card like the GTX 1080, but rather an iGPU which is worse than Intel HD Graphics.
12 Nov 16, 19:33
By Solokiller
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Member
Fog is partially functional in Sven Co-op, see this for more information: https://sites.google.com/site/svenmanor/ent
guide/env_fog
12 Nov 16, 20:51
By Admer456
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Member
@Solokiller
Thanks, but it apparently won't work well with my truck. It's because the camo net has Render Mode set to Solid. And it says that entities with Render Mode other than Normal won't be affected.

But I will still use it on the second map, with the osprey ride.

"How do you like the sandstorm here, fellas?" - Sgt. Belly in sc_sandstorm0.
13 Nov 16, 09:09
By Dr. Orange
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Member
@Admer456 Are you going to have Darude - Sandstorm play on a loop in the background?
13 Nov 16, 10:39
By Admer456
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Member
@Dr. Orange
Good idea, but not exactly where I plan to insert it.

Darude - Sandstorm will be in the credits and a cinematic cutscene,
Foghat - Slow Ride will be in the osprey ride,
and for the rest, I'll make my own, probably. That includes:

- The hill defense
- The jeep ride
- Other parts and sequences
- The ending sequence
13 Nov 16, 17:17
By Dallas
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Member
For the osprey ride, how about have another helicopter or 2 flying along in formation in a spot such that they cover up the draw distance/skybox cutoff point?
13 Nov 16, 18:11
By Admer456
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Member
@Dallas
It wouldn't work, because the players can move around freely and I don't want to freeze them in a spot unhappy - :(

Hmm, but then I would have to control the players even more, because these rushers can go out everywhere. When the osprey's tail explodes, you can actually get out through the window on the osprey's top.

Still, fog is my #1 option.
19 Nov 16, 18:34
By Highlander
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Member
A friend of mine requested a model-based func_tracktrain, and also a way to tie the view to attachments on a model-based entity. This is the current result:
https://www.youtube.com/watch?v=DzGthPB2Ds
0&feature=youtu.be


Next up will be to make it possible to tie monster_generic entities to the car, so they can be animated by scripted_sequences, and talk.
03 Dec 16, 17:10
By Dr. Orange
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Member
Some Work in Progress screenshots of my entry to the new competition. See if you can figure out what it is!




03 Dec 16, 20:50
By zeeba-G
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3D
Nice! Glad to see wip's.
03 Dec 16, 21:45
By Admer456
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Member
Oh, isn't that Water Hazard from Half-Life 2?
Well done smile - :)
03 Dec 16, 22:19
By Jessie
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EXPERIENCE BIJ
Don't let the water fool you - the competition only covers HL1 maps as originals tongue - :P With that in mind, it kinda looks like the Surface Tension map where you start in the pipes and canal before coming up to fight the tank and a bunch of grunts. But only kinda.
03 Dec 16, 22:36
By Dr. Orange
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Member
It's not Surface Tension, keep guessing smile - :)
Either way, here's an in-Hammer overview that doesn't show a lot.

Also, spoiler: if you didn't like Water Hazard in Half-Life 2, you probably won't like it... Hope you like airboating :p
04 Dec 16, 01:52
By Strider
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Sigh.
The filenames give it away! It's On A Rail. The first screenshot is the junction where you have to move the claw.

Nice idea!
04 Dec 16, 04:46
By Unq
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Member
Very cool, I thought it was Residue Processing for a moment. I actually hate Residue Processing so I'm glad it's On A Rail. smile - :)
04 Dec 16, 08:30
By Highlander
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Member
Dr. Orange:
Damn, if the layout didn't give it away, then the dead end at the south should've been a dead giveaway. Looks great so far, I'll be interested in seeing how the final level will look like.

I've been turning this horrific piece of concept art:


Into even worse reality:




6038k polys and 3059 verts so far. The head still needs work, and so do the UVs, but it's still very early. The biggest challenge will be to get the head texture right.
04 Dec 16, 10:57
By Loulimi
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Member
Nice head! Is it for Goldsource?
04 Dec 16, 11:10
By Highlander
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Member
Thanks! Yeah it's for GoldSource.

I'll need to edit the texture for the head. He's supposed to have bloodshot eyes, really messy hair, and really pale, sickly-reddish skin. Overall he's supposed to look like hell, which he doesn't right now.
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Forums > Maps and Mods

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